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Advice for Beginner Artist

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JasonL133 null
Hello Polycount!

I am Jason, a brand new fresh-out-of-the-box game artist here starting from Level 1, I am a noob, fresh meat, etc. you get the gist. I am looking for advice on where to start as an Environment Artist. What skills or program knowledge is absolutely fundamental? Can anyone give me an example on how you started in the field, what got you interested in doing it to begin with? Beginner tutorials?

I downloaded a few programs like Unity and Blender. And have started to mess around with them. I'm trying to read as many books as I can on the subject matter. And I am going into a Computer Science program at my university. My actual artistic ability is alright but definitely needs work.

I appreciate all the advice anyone is willing to give me.

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    1) Draw from observation.  A lot.  Keep a sketchbook and log sketches into it.

    2) Learn about Physically Based Rendering and how it applies and is used in Unity.

    3) Invest in and plan to get Zbrush or Mudbox.

    4) Look into Substance Designer and Painter, Quixel Suite, and/or Mari.  These programs are being heavily used by a lot of the working and hobbyist artists here on PC, and you should be abreast of what they do.
  • JasonL133
    Sweet! Thanks! I will do all of the above!
  • valuemeal
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    valuemeal polycounter lvl 6
    Not sure if I am the best fellow to be giving advice, but I shall lend you some.

    1. Don't be afraid to have a messy sketch book to get your ideas out, you don't always have to show ideas to everyone and not every sketch has to perfect. 
    2. Draw constantly, and do circles as warm up sketches loosens up the arm
    3.Invest in a tablet. 12x12 or larger if you can (seriously you will need one)
    4. When drawing on the computer use paint tool sai for line art and finish up painting in photoshop
    5. Don't be afraid to copy to master the craft.
    6. Do low poly, hand-painted objects as well, I thought that doing such wasn't helpful, but it turned out that it was. 
    7. When modeling start with simple objects and work your way up 
    8. Teachers don't always know best, go out of your way to find the necessary information
    9. Don't compare yourself to your classmates, instead compare yourself to industry fellows on this site and other places
    10. Know your topology and how it works before going into zbrush
    11. Don't fall victim to, "the wrong advises"' I have been there and done that
    12. There are no absolutes 
    13. You can't appease everyone, be true to yourself and keep to your goals
    14. Don't be afraid to appose what teachers say, in the long run you have to stick to what you want to do and not let anyone sway you in another direction. 
    15. Always do more than what is required of you, that means making things outside of classwork to get an edge

    That's all I can think of at the moment, good luck.
  • Eric Chadwick
    Check out our wiki. Tons of good resources there.
  • JasonL133
    Those were all very good points valuemeal and thank you, I need all the good luck I can get heh. I haven't been drawing in quite some time but I am excited to get back into it even if it's messy.

    And I have started looking over your Wiki Eric, that's where I started :)

  • Stuart Campbell
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    Stuart Campbell polycounter lvl 13
    Before you dive into all the myriad of software and techniques out there, learn the fundamentals. Its way too easy to get overwhelmed with the amount of software out there. If you decided you wanted to be a pilot, would you start by flying fighter jets from an aircraft carrier - worrying about which one to use first? No, you'd learn the basics, use a simulator and then get up in a training aircraft, over time you'd gain experience and learn new techniques.

    Blender is fine for learning fundamentals, 3dsmax would be better if you can get hold of it as its arguably the most commonly used in games studios (Maya a close second but I'd not advise learning this now). However, learning an interface is totally secondary to learning the fundamentals, don't use the quest for software as an excuse not to just start now. If Blender is what you have you can learn them there.

    • Polygon modelling - start real simple and work up from there. Forget ZBrush and any notion of sculpting until you are confident with this -  a huge majority of games will not use this for production environment art anyway. 
    • UV mapping - again, start with your simple objects and go from there. I put together a guide to a simple UV mapping technique that is commonly used in environment art (it is 3dsmax based but the same functions can be found in other packages). Its a work in progress right now as I haven't yet added sections that explain the principles of UVs in detail or applying the map over a specific texture, this is more a walkthrough of a simple technique to unwrap a model. Get it here and feel free to message me if you need anything else explaining...  https://dl.dropboxusercontent.com/u/33714300/UV%20Mapping%20Fundamentals.pdf  
    • Texturing - I'd start with simple diffuse textures. Get used to the process of creating them in photoshop and applying them to you models. On this front I'd first look at simply applying basic colours to different parts of your model through the texture. Then try out using photo reference textures from the likes of http://www.textures.com/ and then your own hand painted maps. From there you can start learning about specular maps, normal maps and PBR setups but again, basics first.
    • Game Engine - You have Unity, that's great. For any model you create, I'd set a final goal of getting this into a basic Unity scene for presentation. You don't need to learn everything here. Just how to import models and textures, assign materials and light the scene. You can learn more as and when you need it.

    To aid with this I'd set yourself some constraints. You want to do environments, so why not build up to creating a simple prop (say a lamppost or road sign) and set some limits on how many polys you will use (maybe 1000 polys), what texture size (lets say a single 1024) and how long you intend to take (1 week). Could you do it with more? Yes of course, but having constraints is part of working in the industry and good practice for efficient asset creation. It also helps you to actually finish something. Without them, you could keep going on with a piece indefinitely, unsure when to call one part done and move onto the next phase.

    Once you finish that first model move onto a more complex prop, then maybe a building, then a modular set of parts, etc.

    Get into the habit of finishing work now. So model, UV, texture, present. Rinse, repeat and up the complexity as you go. By finishing work, you will be developing your folio as you go. Once you have those basics down then you can start exploring other packages and because you understand the fundamentals, you will have a better understanding of what those new packages and techniques offer you beyond your now established workflow.

    And finally, don't compare yourself to the amazing work you see on forums like this. The top images are normally created by people that have been working with CG Art for some time. Instead, simply compare your work to your last piece and watch how you improve. 

    You need to walk before you can run.
  • pangaea
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    pangaea polycounter lvl 5
    Not to start an unreal vs unity question, but everyone on 3D art section of this forum is using Unreal to display their work. Maybe OP could learn Unreal instead of unity. 

    People mention learning PBR and unity. But, some post seem to suggest unity doesn't even have PBR or you need to do some heavy stuff just to make it look somewhat worse than unreal out of the box 
  • Stuart Campbell
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    Stuart Campbell polycounter lvl 13
    You could use either. Both are good, both are widely used. Unity does offer a good PBR solution now and is also capable of producing really good visuals with minimal setup and knowledge of the interface. In the past it really lagged behind the big engines but its now every bit as capable visually.

    You could argue pros and cons forever. The main thing here is to just pick one and go with it. By all means go ahead and pickup Unreal but as Unity is already downloaded, I'd say just use that.
  • Stuart Campbell
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    Stuart Campbell polycounter lvl 13
    If you want to succeed as an artist, go with Unreal Engine 4 instead of Unity.

    Sorry, but I don't agree that as a measure of success - unless you are specifically applying to a studio using that package (which you can't guarantee right now as you are just starting out and need time to learn and build a folio).

    You need to have good fundamental knowledge of core techniques and a strong, carefully tailored folio of work that shows prospective employers what they will get by hiring you. Those things will guarantee success. Learning Unreal 4 when the studio you are applying to uses Unity, or its own engine, shows nothing more than a familiarity with game engines. Its a choice right now, and a means to an end. 1. it helps to present your work using actual game art tools and 2. shows a knowledge and understanding of game engines. Chances are you will learn and use all manner of game engines during your career.

    I'd also caution against a newbie environment artist diving straight into Substance, ZBrush, etc. All amazing tools, but if you are just starting out, get that fundamental knowledge first - polygon modelling, UV mapping, texturing. As extra strings to your bow, brilliant, but a more tactical approach to learning will yield better results.
  • JasonL133
    I am not too concerned at the moment about which engine I should use, I can download all of them and try them out. But for now I'm just learning the basics. I know Maya and Zbrush are must haves but again, not too worried about those particular programs just yet. I will mostly likely learn to use those more while I am in school.

    So I just want to practice the bare bones of environment art in video games. 

    Stuart Campbell Thank you for your advice, that is exactly what I am looking for, a more step by step guide on how to approach the craft. You are very right on needing to learn to crawl before I can walk. 
  • JasonL133
    What about Cryengine?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Look into Lumberyard from Amazon if that's the case. 
  • sziada
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    sziada polycounter lvl 12
    Figure out what you want to do firstly would be my first point.
    ie. Hard surface modeling, guns, vechicles, Props, Environments
    Character modeling,
    Concept Art,
    Animation and Rigging

    Generally  you want to focus on something and get super beast in your chosen skillset,
    just know that every skillset requires different areas of techinical knowledge.

    I would then look up what tools the best artists who specialise in your chosen area use, then learn the crap out of them.
    Do lots of tutorials and then start project utilising what you have learned from said tutorials.
    always start with small things before taking on massive projects, if you start too big you will burn out and never finish anything.

    If you don't do something great the first time, you are sometimes better to move on and try and improve next time round, but make it a focus point in your next study.
    Know where your weaknesses are and target them, as this will make your improve faster.

    lastly and most importantly, I can suggest is find people who are better than you as you will learn more from them.

    I hope this will help you in your journey



  • vijaykrishna585
    Pls advice me, i'm new for this 3d animation field, i'm researching for last 3 years for me which program i need to learn, my aim is 3d character modelling, rigging & animation, after i need to join a gaming industry
  • Eric Chadwick
    Pls advice me, i'm new for this 3d animation field, i'm researching for last 3 years for me which program i need to learn, my aim is 3d character modelling, rigging & animation, after i need to join a gaming industry
    1. Read this: http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#asking
    2. Make a new thread.
    3. Explain in detail what research you've done so far.
    4. Show examples of your latest artwork.
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